public override bool SelectionInteractionStarted() { /* We need to check if the cursor is over the target here because Unity Engine seems to process * the ExitedTarget step only after passing through here. That would trigger a 'missed target' when * moving the cursor out of the target in the exact time that the dwell time would be completed. */ if (!selectionStarted && (timeEnteredLastTarget > 0) && cursor.IsOverTarget(lastTarget)) { selectionStarted = true; return(true); } else { return(false); } }